﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

using miniCCR;

namespace SimpleGameAppCCR
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        static public Game1 I = null;
        //GOCS.GObjectManager _ObjList = new GOCS.GObjectManager();

        SpriteFont _font;

        public miniCCR.ComDispatcher _Dispatcher;

        public Game1(miniCCR.ComDispatcher disp)
        {
            I = this;
            _Dispatcher = disp;
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();

            base.IsFixedTimeStep = false;
        }

        static public  Random _Rand = new Random();


        

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        /// 
        
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.


            _font = Content.Load<SpriteFont>("SpriteFont1");


            Operation.LoadContent op = new Operation.LoadContent();

            spriteBatch = new SpriteBatch(GraphicsDevice);


            ccrGame.I.Post( op);
            //_Dispatcher.Enqueue(op);

            

            //miniCCR.ccrMain.I.AddComponentManager(new NComp.SpriteCM());

            // TODO: use this.Content to load your game content here      

            

        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }


        int tick;
        int drawTick = 0;

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            drawTick++;
            tick = Environment.TickCount;

            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            //_ccrMain.Update(drawTick);

            Operation.UpdateTick update = new Operation.UpdateTick();

            ccrGame.I.Post(update);
            //_Dispatcher.Enqueue(update);

            //_ccrObject.Update();
            
            _Dispatcher.DequeueAll();


            base.Update(gameTime);

            tick = Environment.TickCount - tick;

        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            Operation.Draw draw = new SimpleGameAppCCR.Operation.Draw();
            draw.spriteBatch = spriteBatch;
            
            spriteBatch.Begin();


            _Dispatcher.Enqueue(draw);


            _Dispatcher.DequeueAll();

            //spriteBatch.Begin();
            spriteBatch.End();

            //foreach (NComp.Sprite sprite in NComp.Sprite._RenderList)
            //{
                
            //    sprite.Draw(spriteBatch);
            //}

            //spriteBatch.End();

            //NComp.Sprite._RenderList.Clear();
            

            spriteBatch.Begin();
                spriteBatch.DrawString(_font, tick.ToString(), new Vector2(0, 0), Color.Black);
                spriteBatch.DrawString(_font, drawTick.ToString(), new Vector2(0, 20), Color.Black);
            spriteBatch.End();

            drawTick = 0;

//            drawTick = Environment.TickCount;
            base.Draw(gameTime);
//            drawTick = Environment.TickCount - drawTick;
        }
    }
}
